#include "stdafx.h" #include "CrystalWarp.h" VOID CrystalWarp::OnEnterObject( const Sector& IN rSector ) { // CHANGES: f110415.6L, at this point in time, the usage case of 'OnEnterObject' only has // notification to users so that if the sector has no users, // it is no need to process contiuously. if (rSector.GetPlayerNum() == 0) { return; }; // ¼Òȯü Á¤º¸ MSG_CG_SYNC_SUMMONED_ENTER_BRD *pBrdMsg = m_VarMsg2.StartTypePtr(Param2Class()); m_VarMsg2.SetSize(pBrdMsg->GetSize()); // RenderInfo Á¤º¸ ¼ÂÆÃ SUMMONED_RENDER_INFO *pRenderMsg = (SUMMONED_RENDER_INFO*)m_VarMsg2.NextPtr(); GetSummonedRenderInfo( pRenderMsg ); m_VarMsg2.SetSize(pRenderMsg->GetSize()); GameField* const pGameField = GetField(); pGameField->SendExPacketToSector( rSector.GetSectorIndex() ,m_VarMsg2.GetMsgCount(), m_VarMsg2.GetMsgPPtr(), m_VarMsg2.GetMsgSizePtr() ); } VOID CrystalWarp::OnLeaveField() { NPC::OnLeaveField(); }